#pragma once

#include "State Machine.h"
#include "State.h"
#include "Moving Entity.h"

/* The AI Character class is...well, it's pretty self explanatory. */

class AI_Character : public MovingEntity
{
private:
	StateMachine<AI_Character>* m_pStateMachine;

public:
	AI_Character() { Entity(); m_pStateMachine = new StateMachine<AI_Character>(this); };
	~AI_Character() { NullDelete(m_pStateMachine); }

};